Post by Kureno Midorikawa on Jan 28, 2014 13:48:42 GMT -5
HIGH SPIRITUAL POWER: Kureno’s spiritual pressure has been growing steadily over the centuries he spent in Seireitei, and even in Rukongai. While it’s not as impressive as the Captains of the Gotei 13, his power is generally on par with a Lieutenant. Given the time he spent in Seireitei, one might wonder about his speed of growth in regards to his reiatsu, but that never phased Kureno. Indeed, his abilities usually made up for this slow accumulation of power, and it’s this growth that told the man that he still has plenty of potential left in him.
EXPERT SPIRITUAL CONTROL: To compliment his above-average power, Kureno is able to exert control over his spiritual pressure to either project it or conceal it. Owing to his line of work, it’s more often that he would opt for the latter, as intelligence, relay and stealth missions are what his forces are for. It would be difficult to hide and use stealth when your spiritual pressure is radiating like a huge flare after all. This also enables him to regulate the power he uses in combat, and know when to retreat.
MASTER HOHOU: Of all the abilities Kureno is known for, this is perhaps his most well developed. Having spent a considerable length of time practising his agility and Shunpo throughout his service in Sixth Division, and then the Riteitai, he has become well versed in the art of high-speed movement, and frequently uses this to his advantage to overcome obstacles or shortcomings as well as capitalise on any opening that would arise. In addition, he has also learned to use afterimages as decoys and would apply his other abilities with his Hohou to create combinations and variations of the individual abilities. Even among the Reiteitai, he’s considered the fastest in the division, and he is hailed as one of the fastest in Seireitei. There’s little doubt that over time, he may well become the fastest in all of Seireitei.
PRACTITIONER KIDOU: While he has learned the basics, Kidou was a skill that was pushed to the back burner and barely invested in. As a result, he could use low level Kidou in a pinch, but they simply aren’t as effective as Kureno’s other options and generally, not worth the risk in using. Naturally, he would find other means of accomplishing his goals.
EXPERT ZANJUTSU: Kureno spent plenty of time during his time in Seireitei conversing and practising his skills with his Zanpakuto, and as a result, has become efficient and deadly with it. This level of skill becomes a requirement when using it alongside his impeccable Hohou prowess, as without the practise and expertise, he would likely injure himself rather than his foe. The synergy between his Zanpakuto spirit and himself has enabled Kureno to draw his strength from this combination, and thus far, it’s enabled him to overcome his weaknesses.
PRACTITIONER HAKUDA: Kureno taught himself self defence during his days in Rukongai, and those days still burn fresh in his mind, however, it’s more of a rudimentary, yet unorthodox style and unrefined. He simply hasn’t had the time or the opportunity to sharpen his skills, and his current position doesn’t usually afford him the luxury of rounding off his combat ability, owing to the role he plays as support. If he has to, he would use these skills again.
MASTER PERCEPTION: Being used to high speeds and working in a relay/stealth division have allowed Kureno’s eyes and his mind to pick up subtleties, tells and details, letting him find openings and reverse situations that would otherwise seem hopeless. There’s little that can escape his notice, and he’s able to recall various details with clarity, enabling him to think ahead as well as assist his allies with such information if needed.
Techniques
Utsusemi (Cicada) – A technique obtained through heightened mastery of Hohou, this technique allows Kureno to create an afterimage through use of high speed movement. This afterimage reacts to attacks, making it an excellent diversion for a counter-attack or a quick retreat. Kureno often likes to employ feints by using this technique, distracting with an afterimage of an impending attack, only to be assaulted by a different attack in a different location.
Senka (Flash Blossom) – A technique that Kureno learned during his time in the Riteitai, and is an attack known to truly skilled Hohou users with great skill in Zanjutsu. By moving to the foe’s rear at high speed, Kureno quickly executes two strikes, impaling and sealing the Saketsu and Hakusui. This cuts off the flow of spiritual energy, and leaves the victim utterly vulnerable. The nature of this attack makes it extremely hard to determine where the attack came from unless said person can match or even surpass Kureno’s speed.
[blockquote][div align="justify"] [b]HIGH SPIRITUAL POWER[/b]: Kureno’s spiritual pressure has been growing steadily over the centuries he spent in Seireitei, and even in Rukongai. While it’s not as impressive as the Captains of the Gotei 13, his power is generally on par with a Lieutenant. Given the time he spent in Seireitei, one might wonder about his speed of growth in regards to his reiatsu, but that never phased Kureno. Indeed, his abilities usually made up for this slow accumulation of power, and it’s this growth that told the man that he still has plenty of potential left in him.
[b]EXPERT SPIRITUAL CONTROL[/b]: To compliment his above-average power, Kureno is able to exert control over his spiritual pressure to either project it or conceal it. Owing to his line of work, it’s more often that he would opt for the latter, as intelligence, relay and stealth missions are what his forces are for. It would be difficult to hide and use stealth when your spiritual pressure is radiating like a huge flare after all. This also enables him to regulate the power he uses in combat, and know when to retreat.
[b]MASTER HOHOU[/b]: Of all the abilities Kureno is known for, this is perhaps his most well developed. Having spent a considerable length of time practising his agility and Shunpo throughout his service in Sixth Division, and then the Riteitai, he has become well versed in the art of high-speed movement, and frequently uses this to his advantage to overcome obstacles or shortcomings as well as capitalise on any opening that would arise. In addition, he has also learned to use afterimages as decoys and would apply his other abilities with his Hohou to create combinations and variations of the individual abilities. Even among the Reiteitai, he’s considered the fastest in the division, and he is hailed as one of the fastest in Seireitei. There’s little doubt that over time, he may well become the fastest in all of Seireitei.
[b]PRACTITIONER KIDOU[/b]: While he has learned the basics, Kidou was a skill that was pushed to the back burner and barely invested in. As a result, he could use low level Kidou in a pinch, but they simply aren’t as effective as Kureno’s other options and generally, not worth the risk in using. Naturally, he would find other means of accomplishing his goals.
[b]EXPERT ZANJUTSU[/b]: Kureno spent plenty of time during his time in Seireitei conversing and practising his skills with his Zanpakuto, and as a result, has become efficient and deadly with it. This level of skill becomes a requirement when using it alongside his impeccable Hohou prowess, as without the practise and expertise, he would likely injure himself rather than his foe. The synergy between his Zanpakuto spirit and himself has enabled Kureno to draw his strength from this combination, and thus far, it’s enabled him to overcome his weaknesses.
[b]PRACTITIONER HAKUDA[/b]: Kureno taught himself self defence during his days in Rukongai, and those days still burn fresh in his mind, however, it’s more of a rudimentary, yet unorthodox style and unrefined. He simply hasn’t had the time or the opportunity to sharpen his skills, and his current position doesn’t usually afford him the luxury of rounding off his combat ability, owing to the role he plays as support. If he has to, he would use these skills again.
[b]MASTER PERCEPTION[/b]: Being used to high speeds and working in a relay/stealth division have allowed Kureno’s eyes and his mind to pick up subtleties, tells and details, letting him find openings and reverse situations that would otherwise seem hopeless. There’s little that can escape his notice, and he’s able to recall various details with clarity, enabling him to think ahead as well as assist his allies with such information if needed.
Utsusemi (Cicada) – A technique obtained through heightened mastery of Hohou, this technique allows Kureno to create an afterimage through use of high speed movement. This afterimage reacts to attacks, making it an excellent diversion for a counter-attack or a quick retreat. Kureno often likes to employ feints by using this technique, distracting with an afterimage of an impending attack, only to be assaulted by a different attack in a different location.
Senka (Flash Blossom) – A technique that Kureno learned during his time in the Riteitai, and is an attack known to truly skilled Hohou users with feasible ability in Zanjutsu. By moving to the foe’s rear at high speed, Kureno quickly executes two strikes, impaling and sealing the Saketsu and Hakusui. This cuts off the flow of spiritual energy, and leaves the victim utterly vulnerable. The nature of this attack makes it extremely hard to determine where the attack came from unless said person can match or even surpass Kureno’s speed. [/blockquote][/div]